Methods of applying virtual world elements into augmented reality

ABSTRACT

In a method for providing an augmented reality interface for use by a first real-world human user and a second real-world human user, an augmented reality and virtual reality engine (AR-VR engine) produces a visual transformation of the first real-world human user (transformed human user 1), and a visual transformation of a real-world environment around the first real-world human user (transformed environment). The AR-VR engine also produces a virtualized reality world that includes images of transformed first real-world human user moving about, and interacting with, the transformed environment. The AR-VR engine further provides an electronic interface through which the second real-world human user can interact, in real-time, with at least one of the transformed first real-world human user and the transformed environment.

FIELD OF THE INVENTION

The field of the invention is augmented reality and virtual realitysystems.

BACKGROUND

In conventional augmented reality and virtual reality systems, thespectators are limited to experiencing a single creative expression. Forexample, in a real-time motion capture such as that as used to createportions of the movie, Mary Poppins Returns, the motion of an actor iscaptured, and at a later time during post-processing, one or moregraphical elements are superimposed on the actor and/or theirenvironment. For example, an actor playing a monster can be capturedusing a motion capture suit in front of a green screen. The motioncapture suit can have a particular avatar superimposed duringpost-processing, and the green screen can be replaced with a backgroundthat fits the scene, such as, for example, a forest background. However,motion capture and green screen technologies limit a viewer of the sceneto the singular creative expression of the scene as developed by thepost-processing crew. As such, motion capture technologies do not allowfor much flexibility in how the captured scenes can be experienced bydifferent viewers.

In other examples, a scene captured by a camera can be analyzed tosuperimpose certain virtual reality elements on objects in an augmentedreality interface. For example, a user can use cards with specific quickresponse (QR) codes that, when identified by a computing device, rendera virtual element that is superimposed on the QR code. Similarly to thepreceding example, the viewer is limited to one creative expression ofthe same scene. Though a rendered virtual element can perform one ormore actions in the augmented reality environment, the virtual elementremains a singular creative expression that every viewer shares.

In one illustrative example, in Pokemon Go™ and similar augmentedreality video games, each player views the same user interface and thesame Pokemon™ characters. Regardless of the location and circumstancesof a given player, Pokemon Go™ depicts the same environment andcharacters, and fails to tailor the augmented reality environment basedon the circumstances of that player. In this sense, Pokemon Go™ andconventional augmented reality games are limited to a singular creativeexpression.

The prior art recognizes the benefits of augmented reality and virtualreality systems, but there seems to be no teaching or suggestion in theprior art to tailor augmented reality and virtual reality systems toparticular users.

U.S. Pat. No. 8,854,356 to Oyagi teaches a computer implemented imageprocessing system for superimposing a particular virtual object andletter on top of an image or visual cue. Oyagi, however, discloses asystem that superimposes a common virtual object for each of thedifferent users, based on the particular image or surface identified bythe image processing system. As such, Oyagi fails to contemplate the useof augmented and virtual reality interfaces that allow each user orgroups of users to see a respective superimposed virtual object. Also,Oyagi does not appear to contemplate real-time social networkinteractions comprising a variety of users with a multitude of augmentedand virtual reality viewing preferences.

US Patent Application Pub. No. 2015/0130790 to Vasquez teaches a methodof superimposing virtual objects and virtual environments based on theplacement of augmented reality markers. Similarly to the shortcomings ofOyagi, Vasquez fails to contemplate customized augmented and virtualreality object and environments based on the characteristics of a useror a group of users. Vasquez contemplates the delivery of the samevirtual reality objects and environments to all users based on theaugmented reality markers, without offering distinctive augmented andvirtual reality experiences based on user-specific circumstances.

Oyagi, Vasquez, and all other extrinsic materials discussed herein areincorporated by reference to the same extent as if each individualextrinsic material was specifically and individually indicated to beincorporated by reference. Where a definition or use of a term in anincorporated reference is inconsistent or contrary to the definition ofthat term provided herein, the definition of that term provided hereinapplies and the definition of that term in the reference does not apply.

As social interaction through augmented and virtual reality environmentsproliferates, it opens up a significant number of networkingpossibilities and corresponding technical problems to be overcome. Thereis a need for hybrid augmented and virtual reality systems thatadvantageously allow visualization of virtual objects, specific toindividual end-users, to be rendered in their individual augmentedreality environments.

Additionally, there is a need for augmented reality and virtual realitysystems to render changes in the objects and environments in real-time.For example, virtualizing the tracking of movements of a human user anda car in the real-world, in real-time, and concurrently superimposing analien riding on the roof of the car.

Thus, there is still a need for systems and methods of providingtailored augmented and virtual reality experiences based on the same orsimilar environmental cues to different users, with the tailoredaugmented and virtual reality experiences offering different experiencesto different users.

SUMMARY OF THE INVENTION

A main inventive concept herein comprises an augmented reality andvirtual reality engine (AR-VR engine) that executes a method ofretrieving virtual elements from a virtual environment, andincorporating them into a real world environment by identifying avirtual element in the virtual environment and a correspondingreal-world object that shares at least one linking parameter to thevirtual element. Following linking the virtual object and real-worldobject, the AR-VR engine renders the virtual element in an augmentedreality interface in place of the real world element.

By focusing on systems and methods that tailor virtual reality andaugmented reality hybrid experiences to specific end-users, it isthought that the currently claimed subject matter is a practicalapplication of the underlying ideas, in ways that are neitherconventional nor routine.

Various resources, features, aspects and advantages of the inventivesubject matter will become more apparent from the following detaileddescription of preferred embodiments, along with the accompanyingdrawing figures in which like numerals represent like components.

The present invention advantageously tailors virtual reality andaugmented reality environments to end-users based on their respectiveattributes.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a functional block diagram illustrating a distributed dataprocessing environment.

FIG. 2 is a schematic of a method of managing access to primarysub-environments in a virtual environment.

FIG. 3 is a schematic of a method of managing user access to a secondarysub-environment in a primary sub-environment.

FIG. 4 depicts a block diagram of components of the server computerexecuting the VR-AR engine within the distributed data processingenvironment of FIG. 1.

FIG. 5 depicts a first user and associated first display, depicting anaugmented reality interface without virtual reality elementsincorporated.

FIG. 6A depicts a second user and associated second display, depictingan augmented reality interface incorporating a first set ofuser-specific virtual elements.

FIG. 6B depicts a third user and associated third display, depicting anaugmented reality interface incorporating a second set of user-specificvirtual elements.

FIG. 6C depicts a fourth user and associated fourth display, depictingan augmented reality interface incorporating a third set ofuser-specific virtual elements.

DETAILED DESCRIPTION

It should be noted that while the following description is drawn to acomputer-based system, various alternative configurations are alsodeemed suitable and may employ various computing devices includingservers, interfaces, systems, databases, engines, controllers, or othertypes of computing devices operating individually or collectively.

One should appreciate the computing devices comprise a processorconfigured to execute software instructions stored on a tangible,non-transitory computer readable storage medium (e.g., hard drive, solidstate drive, RAM, flash, ROM, etc.). The software instructionspreferably configure the computing device to provide the roles,responsibilities, or other functionality as discussed below with respectto the disclose apparatus. In especially preferred embodiments, thevarious servers, systems, databases, or interfaces exchange data usingstandardized protocols or algorithms, possibly based on HTTP, HTTPS,AES, public-private key exchanges, web service APIs, known financialtransaction protocols, or other electronic information exchangingmethods. Data exchanges preferably are conducted over a packet-switchednetwork, the Internet, LAN, WAN, VPN, or other type of packet switchednetwork.

One should appreciate that the disclosed techniques provide manyadvantageous technical effects including allowing users to access mixedreality environments. Mixed reality environments can include anycombination of virtual and augmented reality environments, and can beconnected to each other in any manner.

The following discussion provides many example embodiments of theinventive subject matter. Although each embodiment represents a singlecombination of inventive elements, the inventive subject matter isconsidered to include all possible combinations of the disclosedelements. Thus if one embodiment comprises elements A, B, and C, and asecond embodiment comprises elements B and D, then the inventive subjectmatter is also considered to include other remaining combinations of A,B, C, or D, even if not explicitly disclosed.

As used herein, “real-world”, “real world”, and any similar terms meansanything having detectable mass in the physical world. Common examplesinclude everyday objects, such as houses, chairs, and people. At oneextreme, “real-world” includes light, as photons of light havedetectable mass.

As used herein, “visual transformation”, “visually transformed”, and anysimilar terms means transformation of a real-world object based onphysical features, movement, and/or functionality of the object in thereal-world. For example, a visual transformation of a human user basedon physical features could mean a change in the visual appearance of thehuman into an older or younger version of the person, a change in genderor race, a change in clothing or hairstyle, a change in facialexpression, or even a change into a non-human or partially humancreature. For example, a visual transformation of a human user based onmovement could mean a change in gait of the user, from an ordinary walkto a plodding shuffle. Similarly, a visual transformation of an objectbased upon functionality could render a house as a castle, a dog as adragon, or a door to a hallway as an entrance to a cave or a dreamworld.

As used herein, “environment”, “environments”, and any similar termsmeans the physical space or object about a person, other than clothing,wigs, and accessories. For example, a chair in which a person is sittingis considered to be part of the environment, even if the person is tiedto the chair. Similarly, clothing on a hanger in a closet in which aperson is standing is considered environment of the person, until theperson puts on the clothing. As another example, a Wii Fit™ motionsensor in the hands of a person is considered part of the environment.

With respect to inclusion of space about a person, environment to agiven viewer is limited by the context of the person as viewed by thatviewer. If a person is viewed as standing or sitting in a room, then theinside of the room as viewed by the viewer is considered theenvironment. However, if the viewer views a person in the window of ahouse, from outside the house, the environment is whatever portions ofthe house and yard is viewed by the viewer.

As used herein, “auditory transformation” means speech or emitted soundchanged into a different language, accent, or sound. For example, adog's bark can be transformed into a dragon's roar. In another example,a human user's American accent can be changed into a British accent. Inyet another example, a human user saying the word “roar” can betransformed into the roar of a real-world lion. In yet another example,the ringing of a small bell could be transformed into a giant gong.

As used herein, “interacting with”, “interaction with” and any similarterms means any action causing a perceptible change in the environmentand/or a person. For example, a human user can interact with a real,virtual, or augmented reality object by changing movement, sizedimensions, number, color, density, power, or any other quality of theobject.

As used herein, “real-time”, “real time” and any similar terms means theactual time during which a process or event occurs, as well as a shorttime (less than ten seconds) required for computer processing,transmission latency, and intentional lags for someone to experience theprocess or event. Real-time having delays totaling no more than tenseconds are considered herein to be fuzzy real-time, real-time havingdelays totaling no more than five seconds are considered herein to beintermediate real-time, and real-time having delays totaling no morethan one second are considered herein to be close real-time.

As used herein, “virtual objects”, “virtual things” and any similarterms mean objects perceivable by a viewer, but having no real-worldmass. For example, a virtual ball could be rendered using an appropriateelectronic display or other rendering technology, but without therendering technology, the virtual ball could not be sensed with any ofthe five senses of touch, smell, sound, sight, and taste. Among otherthings, a virtual object can represent an ability or a power, including,for example, a force field set around a human user, a quantity ofbullets, an energy level, a health level, or an ability to see in thedark.

FIG. 1 is a functional block diagram illustrating a distributed dataprocessing environment having an inventive VR-AR Engine.

The term “distributed” as used herein means a computer system thatincludes multiple, physically distinct devices configured to operatetogether as a single computer system. FIG. 1 provides only anillustration of one implementation and does not imply any limitationswith regard to the environments in which different embodiments may beimplemented. Many modifications to the depicted environment may be madeby those skilled in the art without departing from the scope of theinvention as recited by the claims.

Distributed data processing environment 100 includes computing device104 and server computer 108, interconnected over network 102.

It is contemplated that computing device 104 can be any programmableelectronic computing device capable of communicating with variouscomponents and devices within distributed data processing environment100, via network 102. It is further contemplated that computing device104 can execute machine readable program instructions and communicatewith any devices capable of communication wirelessly and/or through awired connection. Computing device 104 includes an instance of userinterface 106.

User interface 106 provides a user interface to VR-AR engine 110.Preferably, user interface 106 comprises a graphical user interface(GUI) or a web user interface (WUI) that can display one or more oftext, documents, web browser windows, user option, applicationinterfaces, and operational instructions. It is also contemplated thatuser interface can include information, such as, for example, graphics,texts, and sounds that a program presents to a user and the controlsequences that allow a user to control a program.

In some embodiments, user interface 106 is mobile application software.Mobile application software, or an “app,” is a computer program designedto run on smart phones, tablet computers, and any other mobile devices.

User interface 106 can allow a user to register with and configure VR-ARengine 110 (discussed in more detail below) to enable a user to access amixed reality space. It is contemplated that user interface 106 canallow a user to provide any information to VR-AR engine 110.

Server computer 108 can be a standalone computing device, a managementserver, a web server, a mobile computing device, or any other computingsystem capable of receiving, sending, and processing data.

It is contemplated that server computer 108 can include a servercomputing system that utilizes multiple computers as a server system,such as, for example, a cloud computing system.

In other embodiments, server computer 108 can be a computer systemutilizing clustered computers and components that act as a single poolof seamless resources when accessed within distributed data processingenvironment 100.

Network 102 can include, for example, a telecommunications network, alocal area network (LAN), a wide area network (WAN), such as theInternet, or a combination of the three, and can include wired,wireless, or fiber optic connections. Network 102 can include one ormore wired and/or wireless networks that are capable of receiving andtransmitting data, voice, and/or video signals, including multimediasignals that include voice, data, and video information. In general,network 102 can be any combination of connections and protocols thatwill support communications between computing device 104, servercomputer 108, and any other computing devices (not shown) withindistributed data processing environment 100.

Database 112 is a repository for data used by VR-AR engine 110. In thedepicted embodiment, VR-AR engine 110 resides on server computer 108.However, database 112 can reside anywhere within a distributed dataprocessing environment provided that VR-AR engine 110 has access todatabase 112.

Data storage can be implemented with any type of data storage devicecapable of storing data and configuration files that can be accessed andutilized by server computer 108. Data storage devices can include, butare not limited to, database servers, hard disk drives, flash memory,and any combination thereof.

FIG. 2 is a schematic of a method of applying a virtual element from avirtual environment to a real world element.

VR-AR engine 110 identifies a virtual element from a virtual environment(step 202).

A virtual environment includes a combination of virtual elements andaugmented reality elements. Augmented reality elements are derived fromphysical spaces in the real world. In preferred embodiments, the virtualenvironment comprises both virtual elements and augmented realityelements presented in the virtual environment. For example, a virtualenvironment can be a three-dimensional representation of the Earth,where augmented reality elements are distributed within thethree-dimensional representation of the Earth. In a more specificexample, the augmented reality elements can be tied to specificindividuals, and contain representations of the individuals' real worldenvironments by any means known in the art, including 360° cameras,conventional video cameras, and stitched photos from cameras.

Virtual elements can include anything rendered in the virtualenvironment. In one embodiment, the virtual element is a render of aphysical object. For example, a sword rendered in the virtualenvironment of a video game can be a virtual element. In anotherexample, a building in the virtual environment of a video game can be avirtual element.

In another embodiment, the virtual element is a render of a non-physicalelement. For example, the virtual element can be based on at least oneof light, sound, color, and movement. In a specific example, the virtualelement can be the color of the light that hits one or more virtualobjects. In another specific example, the virtual element can be themanner in which an object moves, such as a vehicle moving through avirtual landscape.

In yet another embodiment, the virtual element can be a combination of arender of a physical object and a render of a non-physical object. Forexample, the virtual element can be a sun in the sky in the virtualenvironment and the accompanying directional lighting and colorsassociated with the light emitted from the sun in the virtualenvironment. In another example, the virtual element can be a render ofa wolf and the accompanying sounds of the wolf howling during a fullmoon.

VR-AR engine 110 identifies a real world element (step 204).

It is contemplated that VR-AR engine 110 can identify real world objectsin any manner known in the art. In a preferred embodiment, VR-AR engine110 can use image recognition to identify a real world object. Forexample, VR-AR engine 110 can identify an oblong, brown object with thesilhouette of a baseball bat and identify that the object is indeed abaseball bat.

In some embodiments, VR-AR engine 110 can identify real world objectswith the assistance of a user. For example, a user can point a camera toa car and identify that object as a car. In other examples, the user canalso input different properties associated with a real world object.Properties can include physical and non-physical properties. Forexample, a user can input that a foam object is flexible and made of aresilient material.

VR-AR engine 110 retrieves linking parameters for the real world object(step 206).

Linking parameters can include any rules that determine whether the realworld object is linked to a virtual object.

In some embodiments, linking parameters focus on the physical propertiesof an object. For example, linking parameters can set forth a rule thatany physical object that has a particular level of rigidity cannot belinked with a weapon in the virtual environment in order to avoid usersswinging hard objects around like swords in an augmented realityinterface.

In another example, linking parameters can determine that a foam poolnoodle exhibiting elastic properties and low weight can be associatedwith a sword in a virtual environment because the pool noodle poseslittle to no risk of injury if swung around.

In another embodiment, linking parameters focus on non-physicalproperties of an object. For example, linking parameters can set forth arule that an object must fall within a particular color range (e.g.,maroon to pink) for a similarly colored object in the virtualenvironment in order to be linked.

VR-AR engine 110 determines whether the real world object meets linkingparameters (decision block 208).

In preferred embodiments, VR-AR engine 110 determines whether the realworld object meets linking parameters based on desirable physicalproperties. It is contemplated that the linking parameters are notnecessarily linked based on similar physical properties.

In some embodiments, the linking parameters limit linking of virtualobjects to real world objects that do not share similar physicalproperties. For example, the linking parameters can set forth a rulethat real guns or any object reminiscent of a real gun (e.g., a toyreplica) cannot be linked to virtual weapons.

In another example, the linking parameters can set forth a rule thatbodies of water cannot be linked to solid ground in the virtual world inorder to avoid causing individuals from running into pools based on anaugmented reality overlay of solid land where there a body of water.

In other embodiments, the linking parameters cause VR-AR engine 110 tolink virtual and physical objects based on similar physical properties.For example, the linking parameters can cause VR-AR engine 110 to link afamily dog to a virtual animal companion based on similar sizing,coloration, and movement patterns between the real world and virtualobject.

Responsive to determining that the real world object does not meetlinking parameters, VR-AR engine 110 ends (“NO” branch, decision block208).

Responsive to determining that the real world object meets the linkingparameters (“YES” branch, decision block 208), VR-AR engine 110 rendersthe virtual element in the augmented reality interface (step 210).

FIG. 3 is a schematic of a method of tracking changes to virtualelements and applying the changes in an augmented reality interface.

VR-AR engine 110 monitors the virtual element (step 302).

VR-AR engine 110 monitors any physical and/or non-physical changes tovirtual objects. For example, VR-AR engine 110 can monitor a player'sarmor in-game and monitor if there are any upgrades to the armor in thegame or any damage accumulated on the armor in the game. In anotherexample, VR-AR engine 110 can monitor any color changes or new soundeffects associated with a player's armor in the game.

In another example, VR-AR engine 110 can monitor a building in a videogame for any changes to the building over the course of the game. In amore specific example, VR-AR engine 110 can identify an in-game buildingand monitor any additional structures added to the building over thecourse of the video game in which the building is located.

VR-AR engine 110 identifies a change in the virtual element in thevirtual environment (step 304).

VR-AR engine 110 renders the change in the augmented reality interface(step 306).

VR-AR engine 110 renders the change in the augmented reality interfaceto overlay a virtual rendering of the virtual object over the real worldobject. For example, VR-AR engine 110 can render damage accumulated onbody armor in a video game over a jacket of a user. In another example,VR-AR engine 110 can render a new building unlocked in a video game overa real world building of similar size. In yet another example, VR-ARengine 110 can render new special effects associated with an unlockedability of a weapon in a video game to a corresponding real worldobject. In a more specific example, VR-AR engine 110 can add flames toan augmented reality render of a sword over a foam pool noodle if theplayer unlocks a fire-based skill for the weapon in-game.

FIG. 4 depicts a block diagram of components of the server computerexecuting VR-AR engine 110 within the distributed data processingenvironment of FIG. 1. FIG. 4 is not limited to the depicted embodiment.Any modification known in the art can be made to the depictedembodiment.

In one embodiment, the computer includes processor(s) 404, cache 414,memory 406, persistent storage 408, communications unit 410,input/output (I/O) interface(s) 412, and communications fabric 402.

Communications fabric 402 provides a communication medium between cache414, memory 406, persistent storage 408, communications unit 410, andI/O interface 412. Communications fabric 402 can include any means ofmoving data and/or control information between computer processors,system memory, peripheral devices, and any other hardware components.

Memory 406 and persistent storage 408 are computer readable storagemedia. As depicted, memory 406 can include any volatile or non-volatilecomputer storage media. For example, volatile memory can include dynamicrandom access memory and/or static random access memory. In anotherexample, non-volatile memory can include hard disk drives, solid statedrives, semiconductor storage devices, a read-only memory (ROM), anerasable programmable read-only memory (EPROM), a flash memory, and anyother storage medium that does not require a constant source of power toretain data.

In one embodiment, memory 406 and persistent storage 408 are randomaccess memory and a hard drive hardwired to computing device 104,respectively. For example, computing device 104 can be a computerexecuting the program instructions of VR-AR engine 110 communicativelycoupled to a solid state drive and DRAM.

In some embodiments, persistent storage 408 is removable. For example,persistent storage 408 can be a thumb drive or a card with embeddedintegrated circuits.

Communications unit 410 provides a medium for communicating with otherdata processing systems or devices, including data resources used bycomputing device 104. For example, communications unit 410 can comprisemultiple network interface cards. In another example, communicationsunit 410 can comprise physical and/or wireless communication links.

It is contemplated that VR-AR engine 110, database 112, and any otherprograms can be downloaded to persistent storage 408 usingcommunications unit 410.

In a preferred embodiment, communications unit 410 comprises a globalpositioning satellite (GPS) device, a cellular data networkcommunications device, and short to intermediate distance communicationsdevice (e.g., Bluetooth®, near-field communications, etc.). It iscontemplated that communications unit 410 allows computing device 104 tocommunicate with other computing devices 104 associated with otherusers.

Display 418 is contemplated to provide a mechanism to displayinformation from VR-AR engine 110 through computing device 104. Inpreferred embodiments, display 418 can have additional functionalities.For example, display 418 can be a pressure-based touch screen or acapacitive touch screen.

In yet other embodiments, display 418 can be any combination of sensoryoutput devices, such as, for example, a speaker that communicatesinformation to a user and/or a vibration/haptic feedback mechanism. Forexample, display 418 can be a combination of a touchscreen in thedashboard of a car, a voice command-based communication system, and avibrating bracelet worn by a user to communicate information through aseries of vibrations.

It is contemplated that display 418 does not need to be physicallyhardwired components and can, instead, be a collection of differentdevices that cooperatively communicate information to a user.

FIG. 5 depicts a display with an augmented reality interface withoutvirtual reality elements incorporated.

In the depicted embodiment, user 502 views a scene 504 through display418. Scene 504 represents an unedited scene. For example, scene 504 canbe from raw footage or an unedited virtual environment. Scene 504includes woman 506, man 508, and chair 510.

FIG. 6A depicts a first augmented perspective 418A with an augmentedreality interface incorporating a first set of user-specific virtualelements. For example, first user 602A can have attributes includingpreferences for content set in the Middle Ages, and AR-VR engine 110 canaccordingly render woman 506 as a princess, man 508 as a king, and chair510 as a throne.

FIG. 6B depicts a third display with an augmented reality interfaceincorporating a second set of user-specific virtual elements.

FIG. 6B depicts a second augmented perspective 418B with an augmentedreality interface incorporating a second set of user-specific virtualelements. For example, second user 602B can have attributes includingpreferences for animal shows, and AR-VR engine 110 can accordinglyrender woman 506 as a bear cub, man 508 as a parent bear, and chair 510as a sawed-off tree stump.

FIG. 6C depicts a fourth display with an augmented reality interfaceincorporating a third set of user-specific virtual elements.

FIG. 6C depicts a third augmented perspective 418C with an augmentedreality interface incorporating a second set of user-specific virtualelements. For example, third user 602C can have attributes includingpreferences for low-resolution games, and AR-VR engine 110 canaccordingly render woman 506 as a small polygonal man, man 508 as alarge polygonal man, and chair 510 as a chair made of toy blocks.

Though FIGS. 6A-6C depict stationary users in armchairs, it iscontemplated that any user can move in a three dimension augmentedreality enhanced space and view the same scene. For example, each usercan see through their respective augmented reality perspectives fromthree respective, different positions in the original scene. Forexample, first user 602A can be behind chair 510, second user 602B canbe beside woman 506, and third user 602C can view from a top-downperspective.

It should be apparent to those skilled in the art that many moremodifications besides those already described are possible withoutdeparting from the inventive concepts herein. The inventive subjectmatter, therefore, is not to be restricted except in the scope of theappended claims. Moreover, in interpreting both the specification andthe claims, all terms should be interpreted in the broadest possiblemanner consistent with the context. In particular, the terms “comprises”and “comprising” should be interpreted as referring to elements,components, or steps in a non-exclusive manner, indicating that thereferenced elements, components, or steps may be present, or utilized,or combined with other elements, components, or steps that are notexpressly referenced. Where the specification claims refers to at leastone of something selected from the group consisting of A, B, C . . . andN, the text should be interpreted as requiring only one element from thegroup, not A plus N, or B plus N, etc.

What is claimed is:
 1. A method of using one or more processors toprovide an augmented reality interface for use by a first human user anda second human user, comprising: producing a visual transformation ofthe first human user, thereby creating a first transformed human user,and a transformed visual environment of a real-world environment aroundthe first human user; producing a virtualized reality world thatincludes images of the first transformed human user moving about, andinteracting with, the transformed visual environment; providing anelectronic interface through which the second human user can interact,in real-time, with at least one of the first transformed human user andthe transformed visual environment; identifying a real-world objectusing a sensor, where the sensor is physically separated from thereal-world object; determining whether the real-world object meets oneor more linking parameters based on at least one property associatedwith the real-world object, wherein the linking parameters include oneor more restrictions associated with the rendering of one or morereal-world objects in augmented reality, and wherein the one or morerestrictions limit the linking of the real-world object with a virtualobject based on a safety rule; and producing a transformed objectdisposed within the real-world environment, and allowing the secondhuman user to use the interface to interact with the transformed object.2. The method of claim 1, further comprising disposing a virtual objectdisposed within the transformed environment, and allowing at least oneof the first human user and the second human user to use the interfaceto interact with the virtual object.
 3. The method of claim 2, whereinthe virtual object represents a monetary value.
 4. The method of claim2, wherein the virtual object represents an ability or power.
 5. Themethod of claim 2, wherein the virtual object represents a resourcelevel.
 6. The method of claim 1, further comprising producing a visualtransformation of the second human user, thereby creating a secondtransformed human user, and allowing the second transformed human userto use the interface and interact with at least one of the firsttransformed human user and the transformed visual environment.
 7. Themethod of claim 6, further comprising producing a visual transformationof a third human user, thereby creating a third transformed human user,and allowing the second transformed human user to use the interface tointeract with the third transformed human user.
 8. The method of claim1, wherein the step of producing a visual transformation of the firsthuman user comprises the first human user controlling at least a portionof an appearance of the first transformed human user to one or morethird parties.
 9. The method of claim 1, wherein the step of producing avisual transformation of the real-world environment comprises the firsthuman user controlling at least a portion of an appearance of thetransformed environment.
 10. The method of claim 1, wherein the step ofproducing a visual transformation of the first human user comprises thesecond human user controlling at least a portion of an appearance of thefirst human user.
 11. The method of claim 1, wherein the step ofproducing a visual transformation of the real-world environmentcomprises the second human user controlling at least a portion of anappearance of the transformed environment.
 12. The method of claim 1,further comprising storing at least a 30 second instance of thevirtualized reality world, thereby creating a means for time-shiftingthe virtualized reality world, and allowing the second human user to usethe interface to interact with a time-shifted virtualized reality world.13. The method of claim 1, further comprising producing an auditorytransformation of the first human user, and allowing the second humanuser to interact in real-time with an auditorily transformed first humanuser.
 14. The method of claim 1, wherein appearance of the firsttransformed human user within the interface tracks facial expressions ofthe first human.
 15. The method of claim 1, wherein appearance of thefirst transformed human user within the interface tracks limb movementsof the first human.
 16. The method of claim 1, wherein the first humanuser is a first participant and the second human user is a secondparticipant in a multiplayer game.